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  3. Here actually I should really have just posted the FBX file in question to begin with so you guys could try pulling it into a Houdini session, attached it now. @edwardI've got those .bclips baked out, but I'm pretty green at this whole crowd workflow stuff so I'm not totally sure what I should be using to add those translations. I was mentioning that Agent Edit seems to work, except for some reason it doesn't 'stick'...viewing the Edit my Agent walks forwards in space along +Z properly, but then once it hits the sim it's back to default. @anthonymcgrathI'm desperately trying to avoid having to do anything to these guys in Maya because the end goal of getting this all working would be to start exporting clips from all the game's characters and races to play around with, and that would be so much Maya work to fix up these hundred+ clips! This .FBX will probably only load properly in H15.5.714 and only via the Agent node. walk.fbx
  4. It just allows you to re-position where the emitter, there is no inherent fall off per say. Rollover for Enable Transform - "This allows you to post transform your geometry if the desire shapes shouldn't be at the origin." There is no inherent falloff value with this setup. I could do one I suppose, but it would have to be next week, and even then it would have mix usefulness. With most realistically force you animate them on for a quick pulse, and the variety of the impulse i.e. the unevenness of the velocity over the impact area will more realistically stagger the movement of pieces as some will move slower than others. Another relevant example is the "beat" of your explosion, just trigger it on then for a few frames. Or like in boxing with a knockout punch to the face, the impact is delivered very short and quickly, but you see the knockdown as the reciprocal movement as momentum is absorbed, not a direct continuation of the punch force. Hopefully that makes sense.
  5. Quick question. If I use the "Enable Transform" option, am I suppose to be able to use the force field as shown in the viewer as a kind of falloff field? When I move this field far away from the fractured object it still effects it as though I did not move it at all. Even after toggling the "Set Always" option.
  6. Thanks Matt! it seems works for different kind of deformation, but not path deformation. I think I'll use the wire solver method that Atom mentioned above, at least gives me closer result.
  7. Yep. I had a free model that was much more user friendly. In this case I have got a lot of unconnected parts which also are just flat planes.
  8. Perfect! That made it all work just fine. Thank you so much!
  9. In Dops make sure when you animate to flip any drop down menu parameters that says "Use Default" of the parmop_* series of parameters to "Set Always" or it will use the "default" which is usually controlled by the "Default operation" parmop_* that is set to "Set Initial" i.e. it only picks the first frame evaluation so the simulation does not have to process an update on each frame. Check out the gravity force for a quick example, and animating that. The rest of those parameters are controls in the sop geometry node that is branched from the field force(the iron price), so they do not use those style controls and will update each frame if you animate them.
  10. Thank you guys for the help. They all look pretty decent. This seemed like the most promising option but the attributes don't appear to animate in 15.5. I've tried keyframing Scale Force, Transforms (xyz position in the "enable transform" option), and uniform scale (if position in the center of the target object) but the value changes have no effect when keyframed. Bug or limitation of the asset?
  11. Agreed Shawn. Watching tutorials for bits and pieces that you are trying to accomplish is more beneficial. The brain has a better chance of retaining the info. Also constant use and repetitive rebuilding of even simple things helps in retaining the info too.
  12. Besides, I noticed the shelf provided street scene by sidefx has the same problem, and after about 20 frames there are agents going through the obstacles too... @edward I guess this is an issue for using the popsteerobstacles ...
  13. This is a very good mindset. Teaching yourself to fish rather than getting a fish handed to you will benefit you in the long run. Tutorials have their place, but what will happen if you don't have a solid understanding when there is no tutorial for what you need to do, or no one to ask? Lots of people around don't even try to think for themselves, but that is most vital skill you can have. I'm not saying you shouldn't watch tutorials or ask for help, but it depends on how you do it and what you intend to take away from it.
  14. Just to clarify, I do not mean to imply there is anything wrong with tutorials. But I think it's better to watch a tutorial with a specific problem in mind than to replicate what the tutorial is doing verbatim. At the Blender community we get a lot of people with zero experience at all with 3D and there is this sort of trap that we see happen a lot where people kind of get it in their heads that if they watch enough tutorials they'll be able to do anything. A much more valuable approach would be to watch tutorials that relate to something you're doing and apply what you've learned. This is why I really like entagma because what they offer feels more applicable to a broad range of problems.
  15. Okay, so this is what I assume could be the problem... I checked on the avoidance geometry guide, and it was showing me the spheres, instead of the pre-prepared collision layer that sidefx provided with this mocapbiped3, could that be a problem? Is there a way to bring the collision layer in or some specific settings that need to be checked, or this is defaulted to be computing using the collision layer already?
  16. Make time for first principles. A diet of tutorials is a diet of dependencies.
  17. I am also new to Houdini. My approach is pretty much thinking of vfx problems and trying to find a good way to solve them. My university program does not support Houdini, so I have been doing it all on my own as independent study. Last semester I did four assets that represent Fire, Earth, Wind and Water. But pretty much the way I learn is to think "how would I achieve this?" if the answer is not immediately clear, I just set out to do it. Right now I am looking at how to drive rigid simulations directly using pyro. From there I have a bunch of other questions that need to be answered: how do I apply the pyro velocity to to RBD or FEM? If RBD or FEM the better choice? How do I get better results out of VDB Fracture? What is the best approach to creating a crater from an explosion? Answering these questions goes on to finding more interesting effects. For example, in trying to get the crater to work I discovered a way to simulate burning away/melting geometry that is extremely efficient and this weird effect where a fire burns downward, boring a tunnel as it goes - as well as the original problem of creating a crater left over by the explosion. For me anyway, solving my own problems from the start using as few tutorials as possible is much more beneficial.
  18. Yesterday
  19. Shiz, I am in the same boat as you. Allthough I have dabbled with Houdini off and on over the last few years since H13. Unfortunately I was constantly pulled away from learning the app on a regular basis with the day job. I learned some awesome stuff and then forgot that awesome stuff due to the LONG breaks between being able to come back to it. At the time I got hooked on Ben Watts of BW Design. In the last two months I've had more time to focus on learning Houdini again, and thankfully many more tutorials have come out. This is mostly all free stuff, with a few paid within the mix. I am still debating on getting John's pluralsight series, as I personally like his explanations of things, but there are tons of freely available tuts within vimeo and youtube for the vast majority of getting familiar with the app in general. Hope these help. These are what I have been watching lately (many more out there though) ... Entagma: https://vimeo.com/entagma Rohan Dalvi: https://vimeo.com/rohandalvi Go Procedural: https://vimeo.com/goprocedural John Moncrief (thanks for the tuts @johnCrief): vimeo.com/179767841 | vimeo.com/179767919 | vimeo.com/179767981 Ben Watts: https://vimeo.com/bwdesign Varomix (informative, but slow to get to the point sometimes): https://www.youtube.com/channel/UC65D7DvzyyGEqIJVxK-XhDg Tokeru (Matt Estela): http://www.tokeru.com/cgwiki/?title=Houdini Matt Estela (found some nice tidbits in this one): vimeo.com/188152206
  20. The root of the cause is that the scene files has defined those parameters in the saved file as part of the node from that saved version, and it can not reconcile the difference. This usually happens when your scene files were created in another version of Houdini, or also when an HDA/OTL is missing or of a different version either higher or lower You can usually look at those parameters it is listing out and see where each node is being affected. When you have a lot of nodes it becomes incredible painful, but a few nodes it's worthwhile to track down and make sure you didn't break anything. Assuming your Houdini version or your HDA versions don't change again, you should only see this on the first load with these new changes. I would get a series of prairie dog heads from different desk, when I would update the studio version of Houdini or I changed an otl and say removed a parameter that everyone had. Usually it's nothing to panic about, unless you are going from H12 to h15.5 when major changes happen say grabbing a file from odforce, or say you break the studio IMPORT node.
  21. untested but should work: // get 1-ring around points UT_ValArray<GA_OffsetArray> neighbourArray; gdp->buildRingZeroPoints(neighbourArray, NULL); // build HedgeInterface GEO_HedgeInterface hedgeInterface(gdp); // get neighbours of point 0 GA_OffsetArray neighbours = neighbourArray[0]; // init prims GEO_Primitive *prim1, *prim2; // iterate over neighbouring points for(int i = 0; i < neighbours.size(); i++) { // get half-edges between point 0 and neighbour GEO_Hedge hedge = hedgeInterface.findHedgeWithEndpoints(0, neighbours[i]); GEO_Hedge hedgeNext = hedgeInterface.nextEquivalentHedge(hedge); // get prims prim1 = hedgeInterface.hedgePrimitive(hedge); prim2 = hedgeInterface.hedgePrimitive(hedgeNext); } // clean up if(hedgeInterface.haveHedgeTopology()) hedgeInterface.destroyHedgeTopologyLinks(); hth. petz
  22. thats one way: width.hipnc
  23. And here is some more info. If I middle click on the File node I can see that indeed a selection has been made but the viewport refuses to display it.
  24. Hi All, I feel like it has been one broken Houdini tool after another today. Select primitives no longer works. How do I turn back on this basic feature? Notice in the image I can select points just find but when I switch to primitives, nothing...
  25. Can you assign the radius to a ramp and control it that way? More control.
  26. Turn on perfomance monitor, check what takes up the time. Easy way to pinpoint problems.
  27. Thank you Ryan! That works.
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